• Title/Summary/Keyword: 착용 경험

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Clothing Pressure Sensation and Discomfort Experience of Skinny Jean (여대생의 스키니 진 착용 실태 및 주관적 압박감)

  • Na, Young-Joo;Lee, Dong-Wook
    • Korean Journal of Human Ecology
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    • v.19 no.4
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    • pp.655-665
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    • 2010
  • This study analyzed the effects of skinny jean on women's health by questionnaire survey and measuring the pressure experienced under the clothing and participants' subjective view of the pressure level. The average size women in their 20s' waists is 26 inches and so three pairs of jeans were prepared and worn by 4 female participants. A survey was conducted to investigate how often participants wear skinny jeans and whether they had had any feelings of discomfort as a result of this. Participants responded that they hadexperienced middle to high levels of discomfort due to the high pressure inside skinny jeans. For the maximum value of clothing pressures, jean f2 at the part of buttocks showed $48.7gf/cm^2$. The pressure inside the clothing was found to be highest around the buttocks followed by the knees and finally the belly. The mean values of 7 measuring parts are different according to the jean type; f3 $20.8gf/cm^2$ > f2 $16.4gf/cm^2$ > f1 $15.5gf/cm^2$, which is corresponding to the order of pressure sensation, but not corresponding to the order of ease amount of clothing pattern: f2 > f3 > f1. Mean pressure values were also measured according to the body posture: they were found to by highest when sitting on a chair (21.3gf/$cm^2$), second highest when sitting on the floor ($19.2gf/cm^2$) and lowest when standing ($15.0gf/cm^2$). This is not always same to the order of participants subjective perceptions of the pressure, which is, they estimated pressure to be highest when sitting on the floor followed by sitting on a chair and lowest in a standing position.

A Situational Training System based on Augmented Reality for Developmentally Disabled People (발달 장애인을 위한 증강현실 기반 상황훈련 시스템)

  • Choi, Jae-In;Kim, Kyung-Rae;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.629-636
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    • 2013
  • Nowadays, many interface devices or training systems have been developed with recent developments in IT technology but only a few training systems for developmentally disabled people have been introduced. In this paper, we present a real-time, interactional and situational training system based on augmented reality in order to improve cognitive capability and adaptive ability in the daily life of developmentally disabled people. Our system is specifically based on serving food in restaurants. This augmented reality based system provides them to experience various different situations safely and take the training session as much as they want under any circumstances. When they use our system, they are able to look around with Head Mounted Display(HMD) and take training sessions easily based on various situational scenarios. After experimenting on our system for 3 months, we found they had no aversion about wearing HMD and learned quicker as they practiced over and over and improved their cognitive capability and adaptive ability. We also got a positive feedback that it had an excellent educational value from teachers in special-education-school.

Analysis on User Sensitive Evaluations of Disposable and Reusable Sanitary Pads (일회용 및 다회용 생리대의 소비자 사용 평가)

  • Moon, Jeehyun;Jeon, Eunkyung
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.77-84
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    • 2014
  • Menstruation being an inevitable phenomenon for every women, reducing the discomfort during the menstruation period is one of the important issues for women's well-being. This study was conducted through user evaluations on disposable pads and reusable pads to comprehend the discomfort factors of the sanitary pads and to provide basic information for improvement. Negative symptoms of the reponses on menstruation outnumbered the positive aspects, and the results suggested that menstruation period was perceived as a painful experience to women. There were difference between the negative and positive responses regarding the designs, functions, fittings, wearing sensations. and disposabilities of disposable pads and reusable pads. While disposable pads had the strength of convenient use, it had the weakness of wearing sensation, and while reusable pads had the strength of wearing sensation, it had the weakness of inconvenient keeping. When designs reflecting these results are made, it is expected to bring a synergy effect by bringing both a more pleasant menstruation period for the consumers and eventual profit to the manufacturers.

Investigation on the Purchasing Criteria and Discomfort of School Backpack for Adolescents (통학용 학생 가방 개선을 위한 구매기준과 착용 불만족 경험 조사)

  • Koh, Kyung-Hee;Na, Young-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1179-1189
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    • 2008
  • The purpose of this study is to investigate the satisfaction of the adolescents' school backpack bag and the important criteria when purchasing for developing comfort and functional backpack. The questionnaire was composed and surveyed with 245 middle school students and the data were analyzed through SPSS 13.0. Purchasing criteria were grouped into 5: practical, shop environment, comfort, aesthetic and maintenance. Satisfaction factors were function/comfort, fashion/aesthetic and durability/A.S. 50.2% of students recognized the inappropriate wearing backpack might cause the deformation of body shape. And the wrong habit of wearing bag was found to affect the body posture of students. Main symptoms caused by wearing it for long time are ‘sweating around shoulder and back' and ‘feeling stiff in shoulders and waist'. Needs arise to develop the bag which could prevent them and to educate students how to wear bags. According to the result from MDS of purchasing criteria, one axis is product vs. environment, and other is functional vs. psychological aspects. According to the result from MDS of bag satisfaction, one axis is function/durability vs. fashion/appearance, and other is gestalt quality vs. part quality. They wanted the improvement in the aspects of shape/design, material, maintenance, comfort and usability of the bags. Specially it is required that we research the adolescent customer-oriented way and develop the new materials or shapes pursuing both shoulder comfort and characteristics.

Development of an IoT-Based Dizziness Detection System for VR Applications (VR 애플리케이션을 위한 사물인터넷 기반 어지럼증 검출 시스템 개발)

  • Ko, Euni;Kim, Youngcheon;Park, Hyelee;Jung, Wonseok;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.423-425
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    • 2019
  • Users may experience a sub-type of motion sickness, called cybersickness, when interacting with virtual reality (VR) applications in the state of wearing head mounted display (HMD) devices. Although the root cause of cybersickness is still unclear, it is believed to result from a sensory mismatch between visual and vestibular systems. However, there is a lack of studies developing data collection and analysis systems to measure cybersickness. In this paper, therefore, a system is designed that collects electroencephalography (EEG) and physiological data from a user wearing a VR HMD device through an internet of things (IoT) platform and decides whether a user experiences a symptom of cybersickness, namely dizziness, or not by using a decision threshold. Experimental results showed that the proposed system achieved about 92% accuracy of a dizziness detection when considering 14 participants.

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A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

A Study Related to Adolescent Students' School Uniform Behavior and Attitude toward Appearance (청소년의 교복행동과 외모에 대한 태도와의 관련 연구)

  • Han, Mi-Hwa;Lee, Eun-Hee
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.23-43
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    • 2009
  • This study examined the relativity between school uniform behavior(especially attitude toward school uniform, school uniform satisfaction, school uniform alteration) and attitude toward appearance in the adolescence. From November to December in 2007, 898 middle school and high school students from four schools in Jeollabuk-do Province were analyzed and the influence of relevant variables was understood to gather basic information about the fashion life in the adolescence. This study used SPSS 11.5 for Windows Program to conduct frequency analysis, factor analysis, reliability analysis, ${\chi}^2$-test, t-test, One-way ANOVA, Duncan's multiple comparison test, and Pearson's correlation. The following summarizes the findings of this study: The results of analysing the factors to the response attitude toward uniforms and attitude toward appearance and clothing attitude emerged four dimensions(fashion, symbolism, cleanliness, alternation), three dimensions(needs value conformity toward appearance). In attitude toward uniform, female students were more actively altering their uniforms than male students and middle school students were more sensitive to trends than high school students. However, high school students were more aware of the cleanliness and alteration of uniforms. Overall, most students were not very satisfied with their uniforms (design, color, texture). When students' attitude toward appearance and demographical characteristics were examined, it was found that female students were more aware of desire, value, and conformity in appearances than male students. By age, it was found that high school students were more aware than middle school students. Also, students receiving KRW 30,000 or more for monthly allowance were more aware than others who receive a lower amount between KRW 10,000 and KRW 20,000. Therefore, most students(62.1%) have experiences in altering uniforms. Especially, more female students and more high school students had such experiences. Uniform alteration is more related to attitude to appearance. In other words, students who choose to alter their uniforms are highly aware of desire, value, and conformity toward appearance. Students who are satisfied with all factors regarding attitude toward uniform, except for alteration, did not alter their uniforms that much. In addition, when the relativity between students' attitude toward appearance with uniform was considered, students that are not very satisfied with their uniforms were more aware of desire, value, and conformity toward appearance. In conclusion, it was found that students' attitude toward appearance and school uniform behavior are closely related and their interests in appearance lead to alteration of uniforms, the clothing in which they spend most time of the day. From now on, students' opinions shall be considered when selecting or designing school uniforms.

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축소 노즐에서의 슬롯 막냉각 열전달 특성에 관한 연구

  • 조용일;조형희
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2000.04a
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    • pp.33-33
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    • 2000
  • 고온의 연소가스로부터 노즐 표면을 보호하기 위하여 슬롯을 통하여 냉각 유체를 분사하는 슬롯 막냉각에 대하여 연구하였다. 냉각효율 및 열전달 특성은 주유동과 2차 유동의 분사율에 따라 크게 달라지며, 형상변화 및 유동가속에 의해서도 냉각 효과의 변화를 가져오게 된다. 따라서 본 연구에서는 실험을 통하여 면적비가 16:1인 축소노즐에서 압축성 효과를 배제할 수 있는 유동속도 범위 내에서 분사율 변화(0.5 $\leq$ M $\leq$ 3.0)에 따른 슬롯 막냉각 열전달 특성을 고찰하고, 평판 슬롯 막냉각 경험식의 결과와 비교하였으며, 수치해석을 통하여 축소노즐과 원형관에서의 냉각효율 및 열전달 특성을 비교함으로서 이를 검증하였다. 축소노즐에서의 슬롯 막냉각 열전달 특성은 단열벽면조건을 형성하여 노즐 표면을 따라 설치된 열전대를 이용하여 측정하였다. 그 결과 상대적으로 낮은 분사율(M=0.5, 1.0)에서 분사율 증가에 따른 냉각효율의 증가가 크게 나타났으며, 분사율이 높아짐(M $\geq$ 2.0)에 따라 냉각효율의 증가폭이 점점 감소하고, 일정 분사율 이상에서는 냉각 효율의 증가가 크게 둔화되었다. 분사율이 낮을 경우 평판 슬롯 막냉각 경험식으로 주어진 결과보다 상류에서는 높으나 하류로 진행하면 비슷한 냉각효율을 보였고, 분사율이 높은 경우 평판보다 전 범위에서 약간 높은 냉각효율을 나타냈다. 수치해석 결과에서는 분사율이 낮을 경우 축소노즐의 냉각효율이 원형관에서의 냉각효율 보다 낮거나 비슷하게 나타났으며, 분사율이 높아짐에 따라 축소노즐에서의 냉각효율이 오히려 높아지는 것으로 나타났다.타내었다. 액체 제트의 속도는 처음에는 일정하게 유지되다가 운동량을 보존하기 위해 가스로부터 운동량을 받아 점차 가속되어지는 것으로 나타났다.본 규격은 키, 총장, 어깨길이, 등길이, 머리길이, 머리둘레, 진동둘레, 목둘레, 가슴둘레, 허리둘레, 배둘레, 엉덩이둘레, 앞품, 뒤품, drop치를 포함하고 있고, 각 규격에서 호칭간 치수 간격도 함께 제시하고 있다. 본 연구 결과에서 보듯, 현행 8규격의 무진복의 각 호칭간 적정 허용범위를 고려해 합리적인 치수체계를 정립한다면 치수에 대한 적합도가 상당히 증가할 뿐 아니라 생산비용도 상당히 감축할 것으로 생각된다.나타났다. 4) 호감적 서비스능력 차원에서 세 독립변수간에 유의한 3원 상호작용이 존재하는 것으로 나타나( $F_{2,228}$=15.62, P<.001) 20대에 적합한 의복 착용시( $F_{2,228}$=3.98, P<.05)와 60대에 적합한 의복 착용시( $F_{2,228}$=16.55, P<.001) 점포유형과 격식차림간에는 유의한 상호작용이 존재하는 것으로 나타났다. 5) 호감을 구성하는 세 요인들이 구매의도에 미치는 영향을 조사한 결과 호감적 인상차원은 29%(P<.001), 호감적 서비스능력차원은 6%(P<.001)의 구매의도를 설명해 주는 것으로 나타났다. 본 연구결과 노년 소비자에게 호감을 주는 판매원의 외모는 구매의도에 영향을 주어 실버의류산업의 이익증대와 밀접한 연관을 갖는 서비스품질의 중요한 요인으로 밝혀졌다.중요한 요인으로 밝혀졌다.로운 단백질 EPSPS가 다른 여러 식물에 이미 존재하고 있는 단백질로서 우리가 이미 이러

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The Analysis of Students' Attitude toward Uniform Transformation of Female Highschool Students (대구시 여고생의 교복변형에 대한 태도 분석)

  • Park, Hyo-Eun;Cho, Hyun-Ju
    • Journal of Korean Home Economics Education Association
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    • v.19 no.2
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    • pp.103-114
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    • 2007
  • The purpose of this study is to satisfy students in adolescent trends of school uniforms and to provide them with useful material with matching current fashions by analyzing the attitude of students toward uniform transformation in female highschool students and investigating factors influencing on behaviors of uniform transformation. The subjects of this study are 30 students in Daegu with the basic ways of investigating such as depth interview and survey. The results are as follows; First, students agree to wearing school uniforms. As the main reason for wearing school uniforms, students put emphasis on peer pressure. It is also analyzed that the figure of students' body have some influence on the attitude of students toward wearing uniform while students' appearance have no influence on the attitude of students toward wearing uniform. Second, students showed high satisfaction in school uniforms. While students are satisfied with design and color of school uniform, they are not satisfied with practicality, economic efficiency and the quality of textile. Third, the study shows most students have experience of uniform transformation as a result of depth interview about actual condition of uniform transformation. Whereas students usually wear the jacket with its width and length shortened, they tend to lengthen skirt and unstitch pleat of skirt. Fourth, there are many reasons for uniform transformation as a result of depth interview with students. Transformation for satisfying aesthetic desire tops the list, followed by transformation for matching, transformation for peer pressure. As shown by the results above, every school needs to make various efforts to satisfy students, teachers and parents by considering and using students' opinion in order to choose the better school uniforms. In addition, the study related to school uniform transformation need to have more various investigating ways to acquire more authentic results such as expanding the subjects to not only students but also teachers and parents and in-depth comparison between subjects.

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Effect of Simulator Sickness Caused by Head-mounted Display on the Stability of the Pupillary Rhythm (머리착용 디스플레이에 의해 유발된 멀미 증상이 동공 리듬의 안정성에 미치는 영향)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Kim, Hong-Ik;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.43-54
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    • 2018
  • The aim of this study is to determine the effect of motion sickness on pupil rhythm. Sixteen volunteers of both genders (8 male, 8 female, mean age $25.67{\pm}2.43$ years) experienced VR contents in both 2D and HMD versions for 15 minutes, and their pupillary rhythms were compared. The irregular pattern of the pupillary rhythms, as demonstrated by increasing mean pupil diameter (mPD) and standard deviation of the pupil diameter (sPD), revealed motion sickness after experiencing HMD condition. The pupillary response is strongly related to the cognitive load, and the motion sickness can be interpreted as a change in the cognitive load caused by the increasing volume of visual information that must be processed and the conflict or inconsistency between different sensory modalities. The method proposed in this study could be a non-contact measurement method for the monitoring of motion sickness using a web-camera rather than previous sensor-based methods.